• Hey Guest. Check out your NeoGAF Wrapped 2025 results here!

Scribblenauts Preview/Impressions Thread - You will say "wow." (see post #217)

Jocchan said:
A demo on the Nintendo Channel wouldn't work. Even if they included a dozen out of the 220 available levels, people would just have fun messing with objects. Kiosk demos, on the other hand, would be much more useful thanks to the inherently limited time each customer would have to try the game.

Well you still have to power on your Wii, enter the Channel & download the demo everytime you would like to play
 
Vitet said:
Well you still have to power on your Wii, enter the Channel & download the demo everytime you would like to play
Who says they would turn it off after starting playing, in the first place? :lol
 
lopaz said:
Is there any word on UK release plans? I wanna know if its safe to put in a UK preorder or just go for an import
Play says November 1st, but that's just a guess based on the vague 'autumn' date everyone has. If it's out by PAX I'll probably pick it up when I'm over there, so I'm not paying too much attention. You've got plenty of time to decide in any case.

Just put your DS in sleep mode if you want to keep a demo. I know that for me the puzzle aspect is what'll keep me coming back rather than seeing how a spatula would interact with a wind farm. But there's no way you could get a demo on the Nintendo Channel - in order for it to be an effective demo, you'd need the whole word database in there, and that's not happening.
 
Willeth said:
Play says November 1st, but that's just a guess based on the vague 'autumn' date everyone has. If it's out by PAX I'll probably pick it up when I'm over there, so I'm not paying too much attention. You've got plenty of time to decide in any case.

Just put your DS in sleep mode if you want to keep a demo. I know that for me the puzzle aspect is what'll keep me coming back rather than seeing how a spatula would interact with a wind farm. But there's no way you could get a demo on the Nintendo Channel - in order for it to be an effective demo, you'd need the whole word database in there, and that's not happening.

But we all need to preorder to help Jackson :D
 
Willeth said:
Play says November 1st, but that's just a guess based on the vague 'autumn' date everyone has. If it's out by PAX I'll probably pick it up when I'm over there, so I'm not paying too much attention. You've got plenty of time to decide in any case.

Just put your DS in sleep mode if you want to keep a demo. I know that for me the puzzle aspect is what'll keep me coming back rather than seeing how a spatula would interact with a wind farm. But there's no way you could get a demo on the Nintendo Channel - in order for it to be an effective demo, you'd need the whole word database in there, and that's not happening.

You can only spawn ONE item at a time?

You can solve the first levels, but you can't just spawn things to see how they interact with each other
 
Vitet said:
You can only spawn ONE item at a time?

You can solve the first levels, but you can't just spawn things to see how they interact with each other

I thought the E3 demo showed exactly that. How else does a vampire kill Cthulu?
EDIT: NM I see what you mean
 
GDGF said:
Scribblenauts is one of the best things to ever happen to GAF.

You know, If you guys wanted to you could go the whole mass media route with Scribblenauts. Something like this is just screaming to be made into a Saturday morning cartoon (if those existed anymore, that is)

Scribblenauts could be Pokemon huge if Warner Bros. advertised it enough. It seriously seems to have that kind of addictive world quality (coupled with an endearing art style)

*I have ideas!*

A boy on a journey with others to return the stars to the skies, armed with only a giant magical stylus of power that he can materialize at will, or in times of great need, and that only the pure of heart can use. (Bonus: each travelling companion has a stylus that can conjure different things) He scribbles dramatically on the ground what he needs to save the day each episode (think the calligrapher in the movie 'Hero').

Scribblenauts, The Adventure!

And the show would be quite educational because spelling is important.
 
op_ivy said:
hugely creative, quite cool technical feat, but game? thats a stretch. it certainly doesnt look fun to me :/


i'm afraid i'm the only one though (dont hurt me)
you know i've been thinking on this for a while and what will make or break the game is how object interact with each other... the incredible machine didn't have everything,but it still was tons of fun because you could trigger a fan by making a ball dropping on it which was dropped by a cable cut by scissor which were pulled by a mouse which...

so far i'm not seeing this happening in the posted video and as such i'm holding the hype if i can summon the fairy godmather to turn mices into a pumpkin chariot,i will surrender
 
Teasel said:
you know i've been thinking on this for a while and what will make or break the game is how object interact with each other... the incredible machine didn't have everything,but it still was tons of fun because you could trigger a fan by making a ball dropping on it which was dropped by a cable cut by scissor which were pulled by a mouse which...

so far i'm not seeing this happening in the posted video and as such i'm holding the hype if i can summon the fairy godmather to turn mices into a pumpkin chariot,i will surrender

Post 217, dude.
 
Teasel said:
so far i'm not seeing this happening in the posted video and as such i'm holding the hype if i can summon the fairy godmather to turn mices into a pumpkin chariot,i will surrender
Someone bookmark this and try it when they get the game. This kind of thing would rule, but it seems out of the realm of possibility for Objectnaut.

Unless everything has a 'magic' property. If magic is used on this item, what happens to it. And then if a slipper is cast on it's a pumpkin. Which can then be eaten by something.
 
Willeth said:
Someone bookmark this and try it when they get the game. This kind of thing would rule, but it seems out of the realm of possibility for Objectnaut.

Unless everything has a 'magic' property. If magic is used on this item, what happens to it. And then if a slipper is cast on it's a pumpkin. Which can then be eaten by something.

This is sort of what I have a hard time wrapping my mind around. In the video we have seen a Vampire run away from garlic. So theoretically a mouse could react to a fairy godmother by turning into a pumpkin. But if every object had a 1-1 relationship with every other object wouldn't that make the database beyond huge?
 
It doesn't quite work like that.

Vampires have an entry that says "It is afraid of these things: holy water, religious imagery, garlic." They also have various others - they're humanoid, they will attack other creatures, etc.

A crucifix will have a set of attributes, too. It is made of wood, it is a religious symbol, it is smaller than a breadbox.

When a vampire and a crucifix are on the screen at the same time, the two entries are cross-referenced. One thing belongs to a group of which the other is afraid. And so the game then plays that out.

If you go one level deeper, you can say that vampires have hands, and a bow and arrow can be held in hands. So you then know that a vampire can wield that weapon. A bow and arrow is made of wood, so it can be set on fire. A crucifix is made of wood, and can be set on fire. Depending on whether the vampire is allowed to attack things it's afraid of with weapons, if it has a bow and arrow that's on fire it could fire it at the crucifix to survive.



...

Okay, I'm not sure if that'll work. But hot damn, am I more excited for the game now. :lol
 
joelseph said:
This is sort of what I have a hard time wrapping my mind around. In the video we have seen a Vampire run away from garlic. So theoretically a mouse could react to a fairy godmother by turning into a pumpkin. But if every object had a 1-1 relationship with every other object wouldn't that make the database beyond huge?

Fearing something's a generic thing they can apply to lots of situations. Vampires fear garlic, mice fear elephants, etc
 
Teasel said:
if i can summon the fairy godmather to turn mices into a pumpkin chariot,i will surrender

Secretly hovering over this thread like silent vultures, 5th Cell's developpers are already in the process of adding this to the game just because you gave them the idea.

I hope :P
 
I read the OP and got excited. After an hour I was skeptical again.

I read the OP again and got hyped. After thinking about it I concluded that this game cant work.

I read post 217 and my jaw dropped on the floor. Then I realized that the concept is amazing but really, you just cant implement this shit.

I saw the videos and said "HOLY SHIT!!". Then I got depressed because I knew the game would be pretty basic and wouldnt really do everything they say it would.

I am finding it really hard to keep the faith. Its just so ambitious... it boggles my mind that they might actually do it.

I mean... fuck... its impossible. How? HOW?? It doesnt matter if 5th Cell are some of the best developers on the DS, they cant do what is impossible! THIS. GAME. IS. NOT. POSSIBLE!!!

Scribblenauts, please work. I will give you my first born.

Someone hold me.
 
Ramenman said:
Secretly hovering over this thread like silent vultures, 5th Cell's developpers are already in the process of adding this to the game just because you gave them the idea.

I hope :P
Hey, if "godmother" produces a parody of the Disney fairy godmother, I want to see if "godfather" produces a mafia lord in a dark suit. :lol
 
lopaz said:
Fearing something's a generic thing they can apply to lots of situations. Vampires fear garlic, mice fear elephants, etc

But "fear" is simply data. And data can be applied to any situation. A vampire fears garlic not apples, a hammer nails nails not screws, a basketball player dribbles a basketball not a football.
 
I'm going to search for things that will destroy everything. Hydrogen bomb, solar flare, supernova = Scribblenauts kill screen coming up. And I still want to run over shit with a freight train, or a bullet train.
 
I'm trying to keep my hopes low so I'm not disappointed. I still think it'll be an amazing game, but I agree that I don't know how they could implement interactions for stuff that isn't commonplace.

I don't expect a hammer to drive in nails, for instance, and though I know there's the crowbar Gordon Freeman thing, I'm guessing (not sure if I watched that video) that a crowbar would only be a metal weapon, and not something you could actually solve physics problems with by using it to pry?
 
Blizzard said:
I don't expect a hammer to drive in nails, for instance, and though I know there's the crowbar Gordon Freeman thing, I'm guessing (not sure if I watched that video) that a crowbar would only be a metal weapon, and not something you could actually solve physics problems with by using it to pry?
Really? I expect that all of that will be possible, especially knowing what we already know.
 
I'm not sure I understand the "wowness" in technical terms that you guys have. Object-oriented design would easily allow something like this. This is the sort of thing that classes were made for. (Of course, you can "fake" classes in procedural languages, as well.) This would allow several different objects to share characteristics and differ, when needed. You just make a hiearchy of classes.

The impressive thing, in my mind, is that they are going through the trouble of actually adding all the objects themselves rather than limiting it to just, say, a few hundred.
 
loosus said:
I'm not sure I understand the "wowness" in technical terms that you guys have. Object-oriented design would easily allow something like this. This is the sort of thing that classes were made for. (Of course, you can "fake" classes in procedural languages, as well.) This would allow several different objects to share characteristics and differ, when needed. You just make a hiearchy of classes.

The impressive thing, in my mind, is that they are going through the trouble of actually adding all the objects themselves rather than limiting it to just, say, a few hundred.

Even in the best hierarchy, best planned, most object oriented example each object would have to be "touched". How would you predict "fear" in an object oriented design? For example, you could program in a Vampire being afraid of Garlic but how would that orientate to an Elephant being afraid of a mouse?
 
Look again at the vampire example. It is afraid of:

Garlic. Garlic is a subset of alliums, which are a subset of vegetables, which are a subset of foods.

Religious symbols. There are various religious symbols.

Holy water. Not all water is holy, but all holy water is wet.

So in order to be afraid of a crucifix, you don't need to add to the vampire entry by saying that it's afraid of every single type of religious object. You just say 'anything that belongs to this subset'. Similar with holy water. Vampires are afraid of that specific item, but it also allows holy water to be a type of water, and so can conduct electricity the same and ordinary water.

You can also get specific. So it's not afraid of all vegetables, only a very specific one.

You then define 'fear' as 'make it run away from the objects it's afraid of'. And bingo.
 
Willeth said:
Look again at the vampire example. It is afraid of:

Garlic. Garlic is a subset of alliums, which are a subset of vegetables, which are a subset of foods.

Religious symbols. There are various religious symbols.

Holy water. Not all water is holy, but all holy water is wet.

So in order to be afraid of a crucifix, you don't need to add to the vampire entry by saying that it's afraid of every single type of religious object. You just say 'anything that belongs to this subset'. Similar with holy water. Vampires are afraid of that specific item, but it also allows holy water to be a type of water, and so can conduct electricity the same and ordinary water.

You can also get specific. So it's not afraid of all vegetables, only a very specific one.

You then define 'fear' as 'make it run away from the objects it's afraid of'. And bingo.

So what are the practical limits when all is said and done? What can't they do?
 
Zeliard said:
So what are the practical limits when all is said and done? What can't they do?
Well there was the example of rabbit reproduction out of control, but they probably implement some kind of object limit now so levels don't get too big and fill up all the memory.

This is kind of what I said earlier: I'm just guessing, and I'd love for Jackson to weigh in on it, but my guess is that the MAJORITY of items won't have complex interactions built in, so things like being set on fire, experiencing/causing fear, "attacking", basic projectiles, will work. Things like "using hammer to pry up nail" or "tying rope in knot around teacup handle" might not work. Things like "using rock to hammer in nail", while physically possible, might not work? No idea. :( </end guessing>
 
Willeth said:
Look again at the vampire example. It is afraid of:

Garlic. Garlic is a subset of alliums, which are a subset of vegetables, which are a subset of foods.

Religious symbols. There are various religious symbols.

Holy water. Not all water is holy, but all holy water is wet.

So in order to be afraid of a crucifix, you don't need to add to the vampire entry by saying that it's afraid of every single type of religious object. You just say 'anything that belongs to this subset'. Similar with holy water. Vampires are afraid of that specific item, but it also allows holy water to be a type of water, and so can conduct electricity the same and ordinary water.

You can also get specific. So it's not afraid of all vegetables, only a very specific one.

You then define 'fear' as 'make it run away from the objects it's afraid of'. And bingo.

You are making the relationships too complex in my opinion. Grouping everything into sub groups is madness. What good would a group of "Religious Symbols" be? Everytime I summon a bag of chips the AI has to determine if they are religious symbols or snack food?
 
Great to see this get some massive love. I'm a closet lover of 5th Cell in that I've never gone out of my way to promote a sense of unabashed adoration for it.

Hopefully Scribblenauts wakes everyone up.
 
joelseph said:
You are making the relationships too complex in my opinion. Grouping everything into sub groups is madness. What good would a group of "Religious Symbols" be? Everytime I summon a bag of chips the AI has to determine if they are religious symbols or snack food?
But what if there's a potato chip that looks just like Jesus?
 
joelseph said:
You are making the relationships too complex in my opinion. Grouping everything into sub groups is madness. What good would a group of "Religious Symbols" be? Everytime I summon a bag of chips the AI has to determine if they are religious symbols or snack food?
The game already knows what properties the chips have, it just has to check the properties of every other object in the area and execute the responses that result. I expect the database of properties to be extensive in its own right; the real question is how many different responses are programmed.
 
Jackson, if there's one thing I really want that I haven't seen mentioned, it's a way to store levels locally on my computer and transfer them to the card (since there will obviously be limit to the number of custom levels stored). Either DSi SD card support, or sound load (like they did with Bangai-O Spirits). I want to be able to download a whole crapton of levels to my computer and try them at my leisure. Now I don't know how complicated the programming for either of those options will be, but it would be really nice. I won't say "Sales++" because I'm going to be buying it no matter what. :D

Blizzard said:
I'm trying to keep my hopes low so I'm not disappointed. I still think it'll be an amazing game, but I agree that I don't know how they could implement interactions for stuff that isn't commonplace.

Don't keep your hopes low, keep them high with some limitations. These are my expectations: There will be objects and interactions that surprise, wow and delight me with how detailed/funny they are. There will be enough of the to make the game one of my favorites. But there will be a few moments when an unexpected and unrealistic interaction happens, and there will be times when an expected interaction doesn't work the way I thought it would. The game will be a great, landmark game, quite possible the best of its era, but it won't be the second coming of Jesus, and it won't be a full reality simulator.

I don't think I'll be disappointed with those hopes.
 
3596769154_964f2cbf9f_o.jpg


So two priests, a rabbi, and Maxwell walk into a bar. And it turns out the bar won't be in the final game because it's alcohol-related.
 
Hive said:
what happens when the singular for "dice" is inputted?
there is a singular for dice? you thinking die (v)? Because verbs aren't used. But doesn't die (n) have more than one meaning? What happenings with words with more than one meaning? At whatever, I have wait in Jackson :D
 
Charred Greyface said:
What happenings with words with more than one meaning? At whatever, I have wait in Jackson :D

In the game when they typed balloon there was the type next to it (hot air). So maybe they do that?
 
Charred Greyface said:
What happenings with words with more than one meaning?
A pop-up menu is shown, allowing you to specify which one you meant.

Charred Greyface said:
At whatever, I have wait in Jackson :D
If you mean faith, so do I. So do I.
 
Top Bottom